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Adaptive Wasserstein Hourglass for Weakly Supervised Hand Pose Estimation from Monocular RGB

arXiv.org Artificial Intelligence

Insufficient labeled training datasets is one of the bottlenecks of 3D hand pose estimation from monocular RGB images. Synthetic datasets have a large number of images with precise annotations, but the obvious difference with real-world datasets impacts the generalization. Little work has been done to bridge the gap between two domains over their wide difference. In this paper, we propose a domain adaptation method called Adaptive Wasserstein Hourglass (AW Hourglass) for weakly-supervised 3D hand pose estimation, which aims to distinguish the difference and explore the common characteristics (e.g. hand structure) of synthetic and real-world datasets. Learning the common characteristics helps the network focus on pose-related information. The similarity of the characteristics makes it easier to enforce domain-invariant constraints. During training, based on the relation between these common characteristics and 3D pose learned from fully-annotated synthetic datasets, it is beneficial for the network to restore the 3D pose of weakly labeled real-world datasets with the aid of 2D annotations and depth images. While in testing, the network predicts the 3D pose with the input of RGB.


A Deep Learning Approach to Grasping the Invisible

arXiv.org Artificial Intelligence

Y ang Y ang 1, Hengyue Liang 2 and Changhyun Choi 2 Abstract -- We introduce a new problem named "grasping the invisible", where a robot is tasked to grasp an initially invisible target object via a sequence of nonprehensile (e.g., pushing) and prehensile (e.g., grasping) actions. In this problem, nonprehensile actions are needed to search for the target and rearrange cluttered objects around it. We propose to solve the problem by formulating a deep reinforcement learning approach in an actor-critic format. A critic that maps both the visual observations and the target information to expected rewards of actions is learned via deep Q-learning for instance pushing and grasping. Two actors are proposed to take in the critic predictions and the domain knowledge for two subtasks: a Bayesian-based actor accounting for past experience performs explorational pushing to search for the target; once the target is found, a classifier-based actor coordinates the target-oriented pushing and grasping to grasp the target in clutter . The model is entirely self-supervised through the robot-environment interactions. Our system achieves 93% and 87% task success rate on the two subtasks in simulation and 85% task success rate in real robot experiments, which outperforms several baselines by large margins. Supplementary material is available at: https://sites.google.com/umn.edu/grasping-invisible. Index T erms -- Dexterous Manipulation, Deep Learning in Robotics and Automation, Computer Vision for Automation I. INTRODUCTION Imagine what happens when a young kid is looking for a specific toy block buried in clutter, as shown in Figure 1a. He or she may first push down the pile of the blocks and luckily spot the target block in clutter, then push around it to make a space for the fingers (we refer to this type of motion as "singulation" [1]) and finally grasp it. We have wondered if an intelligent agent can perform such a task.


MAT: Multi-Fingered Adaptive Tactile Grasping via Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Vision-based grasping systems typically adopt an open-loop execution of a planned grasp. This policy can fail due to many reasons, including ubiquitous calibration error. Recovery from a failed grasp is further complicated by visual occlusion, as the hand is usually occluding the vision sensor as it attempts another open-loop regrasp. This work presents MAT, a tactile closed-loop method capable of realizing grasps provided by a coarse initial positioning of the hand above an object. Our algorithm is a deep reinforcement learning (RL) policy optimized through the clipped surrogate objective within a maximum entropy RL framework to balance exploitation and exploration. The method utilizes tactile and proprioceptive information to act through both fine finger motions and larger regrasp movements to execute stable grasps. A novel curriculum of action motion magnitude makes learning more tractable and helps turn common failure cases into successes. Careful selection of features that exhibit small sim-to-real gaps enables this tactile grasping policy, trained purely in simulation, to transfer well to real world environments without the need for additional learning. Experimentally, this methodology improves over a vision-only grasp success rate substantially on a multi-fingered robot hand. When this methodology is used to realize grasps from coarse initial positions provided by a vision-only planner, the system is made dramatically more robust to calibration errors in the camera-robot transform.


Meta-Learning with Implicit Gradients

arXiv.org Artificial Intelligence

A core capability of intelligent systems is the ability to quickly learn new tasks by drawing on prior experience. Gradient (or optimization) based meta-learning has recently emerged as an effective approach for few-shot learning. In this formulation, meta-parameters are learned in the outer loop, while task-specific models are learned in the inner-loop, by using only a small amount of data from the current task. A key challenge in scaling these approaches is the need to differentiate through the inner loop learning process, which can impose considerable computational and memory burdens. By drawing upon implicit differentiation, we develop the implicit MAML algorithm, which depends only on the solution to the inner level optimization and not the path taken by the inner loop optimizer. This effectively decouples the meta-gradient computation from the choice of inner loop optimizer. As a result, our approach is agnostic to the choice of inner loop optimizer and can gracefully handle many gradient steps without vanishing gradients or memory constraints. Theoretically, we prove that implicit MAML can compute accurate meta-gradients with a memory footprint that is, up to small constant factors, no more than that which is required to compute a single inner loop gradient and at no overall increase in the total computational cost. Experimentally, we show that these benefits of implicit MAML translate into empirical gains on few-shot image recognition benchmarks.


Representation of Constituents in Neural Language Models: Coordination Phrase as a Case Study

arXiv.org Artificial Intelligence

Neural language models have achieved state-of-the-art performances on many NLP tasks, and recently have been shown to learn a number of hierarchically-sensitive syntactic dependencies between individual words. However, equally important for language processing is the ability to combine words into phrasal constituents, and use constituent-level features to drive downstream expectations. Here we investigate neural models' ability to represent constituent-level features, using coordinated noun phrases as a case study. We assess whether different neural language models trained on English and French represent phrase-level number and gender features, and use those features to drive downstream expectations. Our results suggest that models use a linear combination of NP constituent number to drive CoordNP/verb number agreement. This behavior is highly regular and even sensitive to local syntactic context, however it differs crucially from observed human behavior. Models have less success with gender agreement. Models trained on large corpora perform best, and there is no obvious advantage for models trained using explicit syntactic supervision.


Discovery of Useful Questions as Auxiliary Tasks

arXiv.org Artificial Intelligence

Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari 2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.


Learning Hierarchically Structured Concepts

arXiv.org Artificial Intelligence

We study the question of how concepts that have structure get represented in the brain. Specifically, we introduce a model for hierarchically structured concepts and we show how a biologically plausible neural network can recognize these concepts, and how it can learn them in the first place. Our main goal is to introduce a general framework for these tasks and prove formally how both (recognition and learning) can be achieved. We show that both tasks can be accomplished even in presence of noise. For learning, we analyze Oja's rule formally, a well-known biologically-plausible rule for adjusting the weights of synapses. We complement the learning results with lower bounds asserting that, in order to recognize concepts of a certain hierarchical depth, neural networks must have a corresponding number of layers.


DeepPrivacy: A Generative Adversarial Network for Face Anonymization

arXiv.org Artificial Intelligence

We propose a novel architecture which is able to automatically anonymize faces in images while retaining the original data distribution. We ensure total anonymization of all faces in an image by generating images exclusively on privacy-safe information. Our model is based on a conditional generative adversarial network, generating images considering the original pose and image background. The conditional information enables us to generate highly realistic faces with a seamless transition between the generated face and the existing background. Furthermore, we introduce a diverse dataset of human faces, including unconventional poses, occluded faces, and a vast variability in backgrounds. Finally, we present experimental results reflecting the capability of our model to anonymize images while preserving the data distribution, making the data suitable for further training of deep learning models. As far as we know, no other solution has been proposed that guarantees the anonymization of faces while generating realistic images.


The Prevalence of Errors in Machine Learning Experiments

arXiv.org Artificial Intelligence

Context: Conducting experiments is central to research machine learning research to benchmark, evaluate and compare learning algorithms. Consequently it is important we conduct reliable, trustworthy experiments. Objective: We investigate the incidence of errors in a sample of machine learning experiments in the domain of software defect prediction. Our focus is simple arithmetical and statistical errors. Method: We analyse 49 papers describing 2456 individual experimental results from a previously undertaken systematic review comparing supervised and unsupervised defect prediction classifiers. We extract the confusion matrices and test for relevant constraints, e.g., the marginal probabilities must sum to one. We also check for multiple statistical significance testing errors. Results: We find that a total of 22 out of 49 papers contain demonstrable errors. Of these 7 were statistical and 16 related to confusion matrix inconsistency (one paper contained both classes of error). Conclusions: Whilst some errors may be of a relatively trivial nature, e.g., transcription errors their presence does not engender confidence. We strongly urge researchers to follow open science principles so errors can be more easily be detected and corrected, thus as a community reduce this worryingly high error rate with our computational experiments.


An Overview of Open-Ended Evolution: Editorial Introduction to the Open-Ended Evolution II Special Issue

arXiv.org Artificial Intelligence

Nature's spectacular inventiveness, reflected in the enormous diversity of form and function displayed by the biosphere, is a feature of life that distinguishes living most strongly from nonliving. It is, therefore, not surprising that this aspect of life should become a central focus of artificial life. We have known since Darwin that the diversity is produced dynamically, through the process of evolution; this has led life's creative productivity to be called Open-Ended Evolution (OEE) in the field. This article introduces the second of two special issues on current research in OEE and provides an overview of the contents of both special issues. Most of the work was presented at a workshop on open-ended evolution that was held as a part of the 2018 Conference on Artificial Life in Tokyo, and much of it had antecedents in two previous workshops on open-ended evolution at artificial life conferences in Cancun and York. We present a simplified categorization of OEE and summarize progress in the field as represented by the articles in this special issue.